Hi, I am currently implementing my game for multiplayer and I am kind of confused as dedicated servers are kind of a big fold for me. I have a lobby server (a external socket server ran by me) that is connected to my clients and that should be able to a (A:) create a session on my dedicated server and (B:) then tell specific clients to join that created session.
I have a software that hosts lobbies and could store session information after some research I found the functions neccesarry to create join and update a session and I got very curious about NAT-Punchtrough.
Do you think NAT-Punchtrough is possible in ue4? From what i have read I would need to fetch all public ip’s and then make a connection request from all ip’s to all ip’s and then when holes are punched again connect from all ip’s because the holes are punch.